User security interaction method and system in metaverse
By generating virtual digital human figures in the metaverse and adjusting the interaction methods, the problem of users being harassed in the metaverse is solved, and a safe interactive environment is achieved.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-12-30
- Publication Date
- 2026-03-24
AI Technical Summary
In the metaverse, the security issues of communication between users have not been effectively resolved, resulting in users often being harassed.
The system generates virtual digital avatars by collecting users' emotional information and adjusts its interaction methods with unfamiliar users based on their emotions, including blocking interaction, creating an interactive atmosphere, or not interfering with interaction, and using emotion icons and blocking measures to avoid disturbance.
It effectively prevents users from being disturbed when they do not want to communicate, prevents malicious approach, and ensures a safe interactive environment for users in the metaverse.
Smart Images

Figure CN116049569B_ABST
Abstract
Description
TECHNICAL FIELD
[0001] The application relates to a user safe interaction method and system in a meta universe, and belongs to the network security field. BACKGROUND
[0002] With the increasing maturity of the meta universe technology, the interaction modes of users in the meta universe are various, and therefore, the users are often disturbed in the meta universe interaction process.
[0003] In the prior art, a Chinese patent with the patent number CN114817417A proposes an intelligent interaction method based on a meta universe, which is characterized in that the method at least comprises: performing feature extraction processing on interaction preference data to obtain a feature extraction result of the interaction preference data; clustering the feature extraction result of the interaction preference data to obtain not less than one interaction attribute label; and combining the feature extraction result covered by each of the not less than one interaction attribute label to obtain significant annotation data of significant annotation binding in the interaction preference data. The patent provides protection for the credibility of user data, but the safety problem of communication between users in the meta universe is not well solved, so that the users in the meta universe are often disturbed.
[0004] Therefore, the application of a user safe interaction method in a meta universe is designed to solve the above problems. SUMMARY
[0005] The application provides a user safe interaction method and system in a meta universe, which displays the interaction state of a user according to the emotion of the user, avoids disturbing the user when the user does not want to communicate, and can also hinder malicious approach or malicious disturbance of other users according to the emotion of the user.
[0006] To solve the above technical problems, the application includes the following technical solutions.
[0007] A user safe interaction method in a meta universe, which comprises the following steps:
[0008] Setting emotion information of a user in a meta universe, generating an image of a virtual digital person in a user meta universe based on the emotion information of the user;
[0009] Adjusting an interaction mode between the user and a stranger in the meta universe according to the emotion information of the user;
[0010] The interaction mode comprises setting an interaction atmosphere, preventing interaction or not interfering with interaction.
[0011] Further, the image generation method of the virtual digital person in the user meta universe comprises,
[0012] Collecting emotional information of a user;
[0013] Correspondingly generating an emotional icon based on the emotional information of the user;
[0014] The emotional icon is displayed above a virtual digital person of the user;
[0015] The emotion expressed by the emotional icon includes happiness, anger, not wanting to chat, boredom, and / or quietness.
[0016] Further, adjusting the way the user interacts with the stranger includes,
[0017] Collecting information about changes in the user's emotions during the interaction between the stranger and the user;
[0018] When the user's emotions become worse, taking measures to prevent interaction with the stranger,
[0019] When the user's emotions improve, taking measures to enhance the interaction atmosphere for the stranger,
[0020] When the user's emotions do not change, taking measures to not interfere with the interaction of the stranger.
[0021] Further, the step of preventing interaction includes,
[0022] Collecting emotional information of the user;
[0023] Adjusting the measures to prevent interaction with the stranger based on the aforementioned emotional information;
[0024] The way the measures to prevent interaction include one or more of the following: muting, mutual blocking of virtual digital person images, and preventing the stranger from approaching the user within a predetermined range.
[0025] Further, the method of enhancing the interaction atmosphere includes,
[0026] Collecting interaction information between the stranger and the user;
[0027] Generating a virtual image atmosphere of the corresponding meta-universe based on the content of the aforementioned interaction information.
[0028] Further, collecting interaction information between the stranger and the user and personal information of the stranger, and correspondingly generating an interaction information list and a personal information list;
[0029] Comparing the aforementioned interaction information list and the personal information list to determine whether the credibility of the aforementioned interaction information list reaches a predetermined value;
[0030] In the case where the aforementioned credibility does not reach the predetermined value, giving the user a risk prompt.
[0031] Further, the mood collection method comprises,
[0032] A preset mood database;
[0033] Collecting one or more of the user's language, actions and behaviors in the metaverse to generate mood reference information;
[0034] Comparing the aforementioned mood reference information with the mood database to generate the user's mood information.
[0035] Further, the mood database includes a keyword database, and the blocking interaction mode is in a mapping relationship with the aforementioned keyword database.
[0036] Further, the blocking interaction measure between the stranger and the user only takes effect when the stranger is within the preset range of the user.
[0037] A user safety interaction system in a metaverse, comprising:
[0038] An information collection subsystem for collecting the user's mood information, the interaction information between the stranger and the user, and the personal information of the stranger;
[0039] A data processing server for generating a virtual digital human image of the user according to the user's mood information, generating information for setting an interaction atmosphere according to the interaction information between the user and the stranger, generating a blocking interaction mode according to the user's mood information, and generating credibility information of the stranger's interaction content according to the personal information of the stranger.
[0040] Compared with the prior art, the user safety interaction method in the metaverse has the following advantages and positive effects: when the user enters the virtual world of the metaverse, the user's interaction state is displayed according to the user's mood, avoiding the user from being disturbed, and in the present scheme, if the user's mood is deteriorated due to malicious disturbance by other users, the interaction of other users with the user can be hindered according to the user's mood, ensuring the safety of the user. BRIEF DESCRIPTION OF DRAWINGS
[0041] Figure 1 The figure is a schematic diagram of the virtual digital human image generation method in the user safety interaction method in the metaverse in the present embodiment, which is an embodiment.
[0042] Figure 2 The figure is a schematic diagram of the blocking interaction step in the user safety interaction method in the metaverse in the present embodiment, which is an embodiment.
[0043] Figure 3It is a schematic diagram of the method for collecting emotions in the user safe interaction method in the metaverse in this embodiment, and is an embodiment.
[0044] Figure 4 It is a schematic diagram of the steps of the method for setting an interactive atmosphere in the user safe interaction method in the metaverse in this embodiment, and is an embodiment.
[0045] Figure 5 It is a structural schematic diagram of the user safe interaction system in the metaverse in this embodiment, and is an embodiment.
[0046] The labels in the figures are as follows:
[0047] 100-information collection subsystem; 200-data processing server. DETAILED DESCRIPTION
[0048] The user safe interaction method and system in the metaverse provided by the present application will be further described in detail below in combination with the drawings and specific embodiments. It should be noted that the technical features or combinations of technical features described in the following embodiments should not be considered in isolation, and they can be combined with each other to achieve better technical effects. In the drawings of the following embodiments, the same labels appearing in different drawings represent the same features or components, which can be applied to different embodiments. Therefore, once an item is defined in one drawing, it does not need to be further discussed in subsequent drawings.
[0049] It should be noted that the structures, proportions, sizes, etc. shown in the drawings attached to this specification are only used to cooperate with the content disclosed in the specification, so that people skilled in the art can understand and read, and are not used to limit the conditions that the invention can be implemented. Any modification of structure, change of proportion relationship or adjustment of size, which does not affect the effect that the invention can produce and the purpose that the invention can achieve, should fall within the scope of the technical content disclosed by the invention. The scope of the preferred embodiments of the present application includes additional implementations, in which functions can be performed in the order discussed or in the reverse order, or in a simultaneous manner based on the functions involved, which should be understood by those skilled in the art to which the embodiments of the present application belong.
[0050] Techniques, methods, and equipment known to those of ordinary skill in the relevant art can not be discussed in detail, but in appropriate cases, the techniques, methods, and equipment should be considered part of the authorized specification. In all examples shown and discussed here, any specific value should be interpreted as merely exemplary, not as a limitation. Therefore, other examples of exemplary embodiments can have different values.
[0051] Before the embodiments of the present application are described in further detail, the terms and names involved in the embodiments of the present application are explained, and the terms and names involved in the embodiments of the present application are applicable to the following explanations.
[0052] (1) The metaverse is a new type of virtual-real integrated Internet application and social form generated by integrating multiple new technologies. It provides immersive experience based on extended reality technology, generates a mirror of the real world based on digital twin technology, and builds an economic system based on blockchain technology. The virtual world and the real world are closely integrated in the economic system, social system and identity system, and each user is allowed to produce content and edit the world.
[0053] (2) Virtual digital person: Virtual digital person refers to a virtual character with a digital appearance. Unlike robots with physical entities, virtual digital people rely on display devices. Many virtual people we know can only be displayed through mobile phones, computers or smart screens and other devices. Virtual digital people have four capabilities: image capability, perception capability, expression capability and entertainment interaction capability. Embodiments
[0054] Referring to Figure 1 In this embodiment, a user safety interaction method in a metaverse includes the following steps: setting the emotional information of the user in the metaverse, generating the image of the virtual digital person in the user's metaverse based on the emotional information of the user; adjust the interaction mode between the user and the stranger in the metaverse according to the emotional information of the user; the interaction mode includes highlighting the interaction atmosphere, preventing interaction or not interfering with interaction.
[0055] Embodiment 1
[0056] Referring to Figure 1 In this embodiment, the image generation method of the virtual digital person in the user's metaverse includes:
[0057] S101, collect the emotional information of the user.
[0058] S102, generate an emotional icon corresponding to the emotional information of the user.
[0059] S103, the emotional icon is displayed above the virtual digital person of the user.
[0060] Among them, the emotions expressed by the emotional icon include happy, angry, don't want to chat, bored and / or quiet.
[0061] When the user enters the virtual world of the metaverse, the emotion of the user is collected, and the interaction state of the user is displayed based on the emotion of the user. As an example, when the user enters the virtual world of the metaverse, the user is in a low mood and just wants to be quiet, and does not want to be disturbed, and then a corresponding do not disturb sign will be displayed above the virtual digital person of the user, or a sign indicating that the user wants to be quiet alone or a cartoon character expression of a low mood will be displayed. When the user is happy, a smiling face expression or other happy icon can be displayed above the virtual digital person of the user. When other strangers see the sign indicating the mood of the user above the virtual digital person of the user, they can choose whether to interact with the user, so as to avoid disturbing the user when the user does not want to communicate with other users.
[0062] In the embodiment, the method for adjusting the interaction mode between the user and the stranger includes collecting the change information of the emotion of the user during the interaction between the stranger and the user; when the emotion of the user becomes worse, taking a measure to prevent the interaction with the stranger; when the emotion of the user becomes better, taking a measure to set off the interaction atmosphere for the stranger; and when the emotion of the user does not change, taking a measure to not interfere with the interaction with the stranger.
[0063] The step of preventing the interaction includes:
[0064] S201, collecting the emotion information of the user.
[0065] S202, adjusting the measure to prevent the interaction with the stranger based on the emotion information.
[0066] The measure to prevent the interaction includes one or more of the following: muting, mutually shielding the image of the virtual digital person, and preventing the stranger from approaching the user within a preset range.
[0067] If the user is in a bad mood and does not want to be disturbed, a stranger user still approaches the user and interacts with the user. The interaction state between the stranger user and the user can be adjusted according to the change of the user's mood. If the user's mood becomes worse during the interaction, the interaction between the stranger user and the user will be hindered to avoid the user from being disturbed. For example, the user is in a bad mood, and the image displayed above the user's virtual digital person expresses the meaning of do not disturb. However, stranger user A still approaches the user and wants to interact with the user. During the communication, the user's mood becomes more depressed and upset due to the communication with stranger user A, and the user does not want to communicate with stranger user A. In order to hinder stranger user A from communicating with the user, stranger user A can be silenced so that the words spoken by stranger user A or the sound generated by stranger user A are not received by the user. Alternatively, the user does not want to see stranger user A, so the virtual digital person of stranger user A is shielded, and stranger user A's virtual digital person does not appear in the user's field of view. When the user has the emotion of not wanting to entangle with stranger user A, stranger user A is prevented from approaching the user. Through the above methods, stranger user A can be prevented from disturbing the user, the user can be prevented from being disturbed, and the user can have a safe interaction environment in the virtual space of the metaverse. It should be noted that the interaction between the stranger user and the user will only be hindered when the stranger user approaches the user within a predetermined range. For example, the user does not want to see stranger user A, and although the virtual image of stranger user A is shielded, the virtual images of the two can still see each other when stranger user A is away from the user by 10 m.
[0068] Embodiment 2
[0069] As shown in the embodiment, the method for collecting emotions includes: Figure 3
[0070] S301, a preset emotion database is provided.
[0071] S302, one or more of the user's language, action and behavior in the metaverse is collected to generate emotion reference information.
[0072] S303, the emotion reference information and the emotion database are compared to generate the user's emotion information.
[0073] The mood of the user can be determined by collecting one or more of the user's language, tone, or action expression. The current mood of the user is obtained by comparing the collected language of the user with the keyword database. For example, if the user's language includes keywords such as "roll", "stay away from me", "I don't want to see you", or "I don't want to talk to you" when the user is interacting with a stranger, it indicates that the user is in a bad mood, upset, and being harassed, and the interaction between the stranger and the user can be prevented. The manner of prevention is determined according to the mood of the user. For example, if the user's language includes keywords such as "I don't want to see you", the manner of prevention is to shield the image of the virtual digital person between the user and the stranger, so that they cannot see each other. If the user's language includes keywords such as "stay away from me", the manner of prevention is to prevent the stranger from approaching within 5m of the user, so as to prevent the stranger from harassing the user. If the user's language is "I don't want to talk to you", the manner of prevention is to prevent the sound of the stranger from being received by the user. In this way, the user is protected from harassment.
[0074] The above prevention measures are taken when the user is in a bad mood. Similarly, the mood of the user can also be determined by collecting the user's tone and action. The tone of the user can express emotions such as anger, impatience, and shouting. When the user expresses dissatisfaction, the user will also make corresponding actions to express dissatisfaction or anger.
[0075] Embodiment 3
[0076] In this embodiment, if the interaction between the stranger and the user improves the mood of the user, the content of the interaction between the stranger and the user can be collected, which includes the information expressed by the stranger. Then, the credibility of the information expressed by the stranger is determined by comparing the information expressed by the stranger with the personal information of the stranger, and the user is prompted about the risk of making friends, so as to avoid the user being deceived by the stranger and causing property safety problems, thereby protecting the user.
[0077] As an example, the user is in a bad mood, and an icon indicating that the user does not want to be disturbed is displayed above the user's virtual digital person, but stranger B still approaches the user and interacts with the user. During the interaction, the user is comforted and the mood improves, so the interaction between stranger B and the user will not be hindered, but the content of the communication between stranger B and the user will be collected, and the credibility of the interaction information of stranger B will be determined by comparing the personal information of stranger B and the information of the communication between stranger B and the user. For example, it is collected that stranger B does not often listen to music, but during the interaction between stranger B and the user, stranger B says that he often listens to music. Obviously, the credibility of stranger B saying that he likes to listen to music is not high, so a risk prompt will be given to the user to prevent the user from being harmed, thereby protecting the safety of the user.
[0078] Embodiment 4
[0079] As shown in Figure 4 , in this embodiment, the method for setting an interactive atmosphere includes:
[0080] S401, collecting interaction information between a stranger and a user.
[0081] S402, generating a virtual image atmosphere corresponding to the meta universe based on the content of the foregoing interaction information.
[0082] When the credibility of the information expressed by the stranger during the interaction with the user is high, a corresponding atmosphere scene will be generated according to the interaction content, thereby soothing the user's emotions. As an example, the user is talking about the experience of outdoor exploration in a certain place during the interaction with the stranger, and the mood becomes very good. At this time, the virtual scene of the exploration being discussed will appear around the user and the stranger, so as to help the user recover from the bad mood as soon as possible. Or the stranger and the user are talking about fireworks, and the scene of the fireworks will be displayed around the user, thereby setting the atmosphere for the discussion.
[0083] It is worth noting that whether the user is in a bad mood or in a good mood, as long as the user's mood can be improved or become better, a virtual image or virtual object that sets the atmosphere can appear according to the content of the discussion, thereby improving the user's experience in the virtual space of the meta universe.
[0084] Embodiment 5
[0085] As shown in Figure 5 , a user safety interaction system in a meta universe includes:
[0086] An information collection subsystem 100 is configured to collect emotional information of a user, interaction information between a stranger and the user, and personal information of the stranger.
[0087] The data processing server 200 is configured to generate a virtual digital human image of the user according to the emotional information of the user, generate information for setting an interactive atmosphere according to the interaction information between the user and the stranger, generate a way to prevent interaction according to the emotional information of the user, and generate credibility information of the interaction content of the stranger according to the personal information of the stranger.
[0088] In the embodiment, the information collection subsystem 100 collects data about the emotion of the user, and the data processing server 200 processes the aforementioned data about the emotion to obtain the current emotion of the user and generate an icon corresponding to the emotion; when the user is talking with the stranger, the data processing server 200 generates a way to prevent interaction and a way to set an atmosphere according to the information collected by the information collection subsystem 100 about the interaction between the user and the stranger, so as to avoid the user from being disturbed or help the user recover from the emotion.
[0089] Other technical features are described in the foregoing embodiments, which will not be repeated here.
[0090] In the foregoing description, the components can be selectively and operatively combined in any number within the target protection scope of the present disclosure. In addition, the terms such as “include”, “contain” and “have” should be interpreted as inclusive or open, rather than exclusive or closed, unless they are explicitly defined as the opposite. All technical, scientific or other terms are consistent with the meanings understood by those skilled in the art, unless they are defined as the opposite. The common terms found in the dictionary should not be interpreted too ideally or too unrealistically in the context of the relevant technical documents, unless the present disclosure explicitly limits them in this way.
[0091] Although the example aspects of the present disclosure have been described for the purpose of illustration, those skilled in the art should realize that the foregoing description is merely a description of the preferred embodiments of the present disclosure, and is not any limitation on the scope of the present disclosure, and the scope of the preferred embodiments of the present disclosure includes other implementations, in which the functions can be performed in a different order from that described or discussed. Any modification or modification made by those skilled in the art according to the foregoing disclosure is within the protection scope of the claims.
Claims
1. A method for secure user interaction in a metaverse, characterized in that, The method includes the following steps: setting the user's emotional information in the metaverse, and generating the image of a virtual digital human in the user's metaverse based on the aforementioned user's emotional information; Adjust the interaction method between users and unfamiliar users in the metaverse based on the aforementioned user's emotional information; The aforementioned interaction methods include creating an interactive atmosphere, preventing interaction, or not interfering with interaction; The method for generating the image of a virtual digital human in the user metaverse includes collecting the user's emotional information; Based on the user's emotional information, corresponding emotion icons are generated; The emotion icon is displayed above the user's virtual digital avatar; The emotions expressed by the emotion icons include happiness, anger, not wanting to chat, boredom, and / or quietness; Adjusting the interaction methods between users and unfamiliar users includes collecting information on changes in user emotions during interactions between unfamiliar users and users; When a user's mood worsens, prevent interaction with unfamiliar users; when a user's mood improves, enhance the interaction atmosphere for unfamiliar users; when a user's mood remains unchanged, do not interfere with the interaction for unfamiliar users. The step of preventing interaction includes collecting the user's emotional information; Adjust the interaction blocking measures for the unfamiliar user based on the aforementioned emotional information; The methods for preventing interaction include one or more of the following: muting, mutually blocking the image of virtual digital humans, and preventing unfamiliar users from approaching a user's preset range.
2. The user secure interaction method in the metaverse as described in claim 1, characterized in that: The method for creating an interactive atmosphere includes collecting interaction information between unfamiliar users and users; Based on the aforementioned interactive information, a virtual image atmosphere corresponding to the metaverse is generated.
3. The user secure interaction method in the metaverse as described in claim 1, characterized in that: Collect information on interactions between unfamiliar users and users, as well as personal information of unfamiliar users, and generate corresponding lists of interaction information and personal information. Compare the aforementioned list of interactive information with the list of personal information to determine whether the credibility of the aforementioned list of interactive information reaches a preset value; If the aforementioned credibility does not reach the preset value, a risk warning will be issued to the user.
4. The user secure interaction method in the metaverse as described in claim 1, characterized in that: The method for collecting emotions includes: pre-setting an emotion database; Collect one or more of the user's language, actions, and behaviors in the metaverse to generate emotional reference information; By comparing the aforementioned emotional reference information with the emotional database, the user's emotional information is generated.
5. The user secure interaction method in the metaverse as described in claim 4, characterized in that: The emotion database includes a keyword database, and the method of preventing interaction is mapped to the aforementioned keyword database.
6. The user secure interaction method in the metaverse as described in claim 1, characterized in that: The measures to prevent interaction between unfamiliar users and users will only take effect when the unfamiliar user is within a preset range of the user.
7. A user security interaction system in a metaverse, executing the method as described in any one of claims 1-6, characterized in that, The system includes: an information collection subsystem, used to collect users' emotional information, interaction information between strangers and users, and personal information of strangers; The data processing server is used to generate a virtual digital avatar of the user based on the user's emotional information, generate information to enhance the interactive atmosphere based on the interaction information between the user and strangers, generate ways to prevent interaction based on the user's emotional information, and generate credibility information of the stranger's interactive content based on the stranger's personal information.
Citation Information
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